Source
//# WCSimpleResampleHandler.h: Simple resampling for the WorldCanvas
//# Copyright (C) 1996,1997,1998,1999,2000,2001
//# Associated Universities, Inc. Washington DC, USA.
//#
//# This library is free software; you can redistribute it and/or modify it
//# under the terms of the GNU Library General Public License as published by
//# the Free Software Foundation; either version 2 of the License, or (at your
//# option) any later version.
//#
//# This library is distributed in the hope that it will be useful, but WITHOUT
//# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
//# FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public
//# License for more details.
//#
//# You should have received a copy of the GNU Library General Public License
//# along with this library; if not, write to the Free Software Foundation,
//# Inc., 675 Massachusetts Ave, Cambridge, MA 02139, USA.
//#
//# Correspondence concerning AIPS++ should be addressed as follows:
//# Internet email: aips2-request@nrao.edu.
//# Postal address: AIPS++ Project Office
//# National Radio Astronomy Observatory
//# 520 Edgemont Road
//# Charlottesville, VA 22903-2475 USA
//#
//# $Id$
using namespace casacore;
namespace casa { //# NAMESPACE CASA - BEGIN
WCSimpleResampleHandler::WCSimpleResampleHandler() {
itsInterp = Interpolate2D(Interpolate2D::NEAREST);
}
WCSimpleResampleHandler::WCSimpleResampleHandler(Interpolate2D::Method type) {
itsInterp = Interpolate2D(type);
}
WCSimpleResampleHandler::WCSimpleResampleHandler (const WCSimpleResampleHandler& other)
: WCResampleHandler(other),
itsInterp(other.itsInterp)
{}
WCSimpleResampleHandler& WCSimpleResampleHandler::operator= (const WCSimpleResampleHandler& other) {
if (this != &other) {
WCResampleHandler::operator=(other);
itsInterp = other.itsInterp;
}
return *this;
}
void WCSimpleResampleHandler::setInterpolationType (Interpolate2D::Method type) {
itsInterp = Interpolate2D(type);
}
void WCSimpleResampleHandler::operator() (Matrix<Float> &out,
const Matrix<Float> &in,
const Vector<Float> &inblc,
const Vector<Float> &intrc,
const Float blank) {
// inblc, intrc are the corners of the rectangular area within*
// the input matrix to be resampled onto the output matrix.
// (* need not lie entirely within input; 'blank' is used to fill
// output areas outside input extent).
out = blank;
Int outNX = out.shape()[0],
outNY = out.shape()[1];
Double inDeltaX = intrc[0]-inblc[0], outDeltaX = outNX-1;
Double inDeltaY = intrc[1]-inblc[1], outDeltaY = outNY-1;
Double incrX = (outDeltaX==0.)? 0. : inDeltaX/outDeltaX;
Double incrY = (outDeltaY==0.)? 0. : inDeltaY/outDeltaY;
// input location increment per output pixel.
Int i,j;
Vector<Double> inloc(2);